elfWhoKilledChristmas

elfWhoKilledChristmas

Thursday, January 28, 2016

Level 2 - From Design to Game ( Full Version )

Originally Written by George Tsouris as a four-part series.



Mike created an application, Give Up Games Tile Editor, that allows you to paint a level in 2D, as if you were looking down at the level (bird's eye view). This means that on a 2D plane that looks like graph paper, Mike was able to color in the squares to create a layout for the level. The first image above is the screenshot of Give Up Games Tile Editor, after Mike designed the level.




Give Up Games Tile Editor supports unlimited layers, so you can paint the floor on a separate layer than the walls. You see that in the image because each layer has different colors. The screenshot above shows a zoomed in image of the factory area of the level. Different elements of the factory area are on different layers in the Give Up Games Tile Editor, so they are represented by different colors.

That is, on one layer in Give Up Games Tile Editor, Mike would lay out the floor (the dark brown area). Then he would create another layer to make the surrounding walls (the light blue area). In order to add a little variety to the level, he also created other floors (beige for the outside hallway, orange for a mezzanine, and salmon for the vent pipes) that would be elevated, the stairs to get to those elevated floors (the green stairs to the mezzanine), and a few other obstacles to throw in for fun (light brown for machines, teal for boxes, and red for conveyor belts). Each of these items would be on a different layer in Give Up Games Tile Editor. (The big blue blob with a red square was an area that  got left out of the game.) The hall-like area to the right of the factory doesn't have a floor, but has several boxes where the player has to jump in order to navigate safely. That became the furnace corridor.

Below is an image of the final version of the factory area, and it might make more sense.





When the two images are compared, you can see that the salmon colored area in Give Up Games Tile Editor is actually the pipe that the character has to run through, and the beige colored area is the hall where the pipe ends up. The dark brown is the factory floor, and you can see the other obstacles as well.

Here are some details about how the graph-paper illustration Mike designed turns into a level.

Let's start with the level design application, Give Up Games Tile Editor.




First, Give Up Games Tile Editor converts the 2D pixels from the graph-paper scene to 3D geometry objects, based on the layers, and exports the geometry into the Give Up Games Scene Designer. As you see below, Give Up Games Tile Editor exports each of the layers as a separate object, but they all have the same height. Here is an image of what the whole level looks like when it is exported from the level designer to the Scene Designer




As you can see, this doesn't look much like a playable level. Everything is the same height, so basically all we have so far is a large floor.

However, because each layer is exported as its own object, it is easy to fix this problem. Once the objects are in the Scene Designer, Mike can select the walls and scale them vertically, giving them height, so they look like real walls. He can also position multiple floors to create multi-level structures, and move, rotate, or scale any other objects as is necessary. Therefore, certain changes can still be made   to the design at this step of the process.




This looks more like a level that a player can run around.

The Scene Designer can export these manipulated 3D levels into .fbx files that can be read into Maya, and edited further, or used as a guide to building a level.

Mike developed the Give Up Games Scene Designer so that objects can be exported from the Scene Designer into .fbx files, which can then be imported into Maya to finalize.

Because the Scene Designer, and the level designer only, ultimately, export boxes, there is a lot of tedious resolution that needs to be cleaned up. The first time that I actually saw the whole level in this fashion, I couldn't really read it, or make sense of what I was looking at. You can see from the wire frame, and the shaded images here, that without knowing anything previously, it was difficult for me to make sense of the design.







However, after talking to Mike, and a few modifications to Give Up Games Tile Editor, I was finally able to see the level for what it was. (The first thing I had to do was take out the ceilings so that they didn't obscure the view.




I had to edits or re-build the level and make the art assets to be used in the game. Because there are so many boxes from the Tile Editor, these boxes had to be combined. Further, whereas boxes have six sides, walls in game levels don't need all of these sides, so they had to be deleted to make the level more efficient. In a couple of cases, the actual geometry generated from the Give Up Games Tile Editor is actually used in the final game for the physics.





Because of the nature of the factory level, this is one of the levels where Give Up Games Tile Editor geometry was very helpful, and could even be used to prototype, built on top of, and stylized. This is because Level 2 is very much a man-made construction. However, in a more organic level, like Level 1 or Level 3, very little of the original prototype geometry would be used. (The pipe area of Level 2 is a good example of where the shape of boxes was changed to create a more interesting shape than simple boxes.)

Later, in order to make the level run more efficient in the Give Up Game Engine, I had to break out each of the separate areas in the level so that they could be turned off when the player does not see the area.





I hope the reader can see how the Give Up Games Tile Editor application that Mike created has been very useful in level design. It has increased the speed at which we can prototype levels, see what works and what doesn't, and make quick changes before a lot of time is spent to finalize a level. Theoretically, a game creator can actually make a game without too much talent with 3D applications, only using Give Up Games Tile Editor. Here is one example of how Mike prototyped the factory level without the use of Maya. (Of course, the characters that he's shooting were created in Maya.) This is an early version of the factory level, and it was changed based on playing through this prototype, and figuring out a design that we liked best.






As you can see, Mike created the Tile Editor so that simple tileable textures can be applied to the objects in the level. Here is an early version of the first level, almost completely created in the Tile Editor, where we could run through the level, and see how it feels. Again, there are only a few props that were already made that he used, but for the most part, the level is created in the Tile Editor. 






Wednesday, November 26, 2014

Christmas Music: part12 - "O Come O Come Emmanuel"

For the ultimate bosses in The Elf Who Killed Christmas, we figured that they should have their own unique music. After all, isn't Santa Claus that kind of villain? For that reason we wanted a completely different song for the fight against Santa Claus. On different Christmas albums and performances, I found "God Rest Ye Merry Gentlemen" combined with "O Come O Come Emmanuel," and so it seems that there is a tradition of these two tunes going together. And so they are together in our video game.

_________________________________________________________________

Get the full game  http://www.amazon.com/The-Elf-Killed-Christmas-Download/dp/B00IK5JM38/ref=cm_cr-mr-title  Or Free Demo

Learn more about Give Up Games , then like us , and follow us 

Monday, November 24, 2014

Christmas Music: part11 - "Jingle Bells"

Most of the music for The Elf Who Killed Christmas has a very electronic feel, so I wanted to change at least one or two of the tunes up. Earlier, I wrote about a chill remix of "God Rest Ye Merry Gentlemen," that was inspired by the hip-hop genre. I also wanted to present an some sort of punk version of a traditional Christmas tune. For whatever reason, "Jingle Bells" seemed like the most obvious tune that would fit the punk genre best.

_________________________________________________________________

Get the full game  http://www.amazon.com/The-Elf-Killed-Christmas-Download/dp/B00IK5JM38/ref=cm_cr-mr-title  Or Free Demo

Learn more about Give Up Games , then like us , and follow us 

Thursday, November 20, 2014

Christmas Music: part10 - "Silent Night"

This is the third and final remix of "Silent Night" for the Christmas themed video game The Elf Who Killed Christmas.  One thing I liked about this tune was the pitch bending that wasn't too dramatic, but I did feel like it accented the excitement at different points nicely, almost as if a bomb was going to go off. Whereas the pitch changes for the quiet remix of "Silent Night" give a haunting feeling, the pitch bends here are fun!

_________________________________________________________________

Get the full game  http://www.amazon.com/The-Elf-Killed-Christmas-Download/dp/B00IK5JM38/ref=cm_cr-mr-title  Or Free Demo

Learn more about Give Up Games , then like us , and follow us 

Monday, November 17, 2014

Christmas Music: part9 - "Carol of the Bells"

For the Elf Who Killed Christmas, we remixed each of three traditional Christmas tunes 3 different times. In earlier parts of this blog series on the music, we explored the conflict remixes of the music  (when the player is fighting enemies), and the quieter remixes of the music (when there are no enemies on the screen to fight). These final remixes that we're sharing here are going to play during the big bosses in the game (the Yeti, the NutcrackerRoboSanta, Santa Claus, and Krampus).

Here is the first boss music, "Carol of the Bells."


_________________________________________________________________

Get the full game  http://www.amazon.com/The-Elf-Killed-Christmas-Download/dp/B00IK5JM38/ref=cm_cr-mr-title  Or Free Demo

Learn more about Give Up Games , then like us , and follow us 

Thursday, November 13, 2014

Christmas Music: part8 - "God Rest Ye Merry Gentlemen"

This remix for "God Rest Ye Merry Gentlemen" the only quiet tune for The Elf Who Killed Christmas that is actually not so quiet (especially compared to the others: "Silent Night," "Jingle Bells," and "Carol of the Bells"). I had heard some other quiet music, and I realized that quiet did not necessarily mean without drums. I made the drums a little more simple than I might have in some of the more excited versions, remixes that were supposed to play during fighting scenes. For example, the remix below might be compared to the more energetic remix of "God Rest Ye Merry Gentlemen."



_________________________________________________________________


Get the full game  http://www.amazon.com/The-Elf-Killed-Christmas-Download/dp/B00IK5JM38/ref=cm_cr-mr-title  Or Free Demo

Learn more about Give Up Games , then like us , and follow us 

Monday, November 10, 2014

Christmas Music: part7 - "Silent Night"

This remix of "Silent Night" is one of the very few times that I actually changed some of the original notes around. Of course, the easiest thing to do would have been to change the major melody to a minor key. However, I wanted more of an atonal, or out-of-tuned feeling instead of simply a minor feeling. I felt that a few notes out of tune, or bent, would give more of an uncomfortable feeling. Like the quiet versions of "Carol of the Bells," and "Jingle Bells," this remix seems a bit scarier than a traditional Christmas tune.



_________________________________________________________________


Get the full game  http://www.amazon.com/The-Elf-Killed-Christmas-Download/dp/B00IK5JM38/ref=cm_cr-mr-title  Or Free Demo

Learn more about Give Up Games , then like us , and follow us